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Thanks for playing!

I was trying to get the lighting to work but I couldn't figure it out in time so I added that pseudo lighting instead. I'm still searching for tutorials on how to do it!

The FOV thing was also something that I couldn't quite figure out and need to look up.

I was thinking of developing the game further, but I can't decide between going full rogue-lite and adding more randomization or changing to a Metroidvania since the permanent blood mechanic forces the map to be static. Any suggestions on that?

Good idea about adding the platforming challenges, I didn't fully commit to the shotgun platforming bit and I now realize I either should've fully committed or put more emphasis on the other weapons.

Thanks for the in depth feedback and criticisms!

I think the blood mechanic fits rogue-like better than Metroidvania.  The blood mechanic may be kind of a barrier for map and enemy design, and in my opinion exploration really values in Metroidvania, and keep your eyes on your blood while exploring the map and looking for hidden secrets doesn't sound like a good idea. For rogue-like game, I guess if you want to keep the blood mechanic, you may have to find a stable map-generating algorithm that make sure the player will meet some kind of supplies or enemies in certain distance depending on how fast the player lose blood.

I don't know if this is helpful, but make sure to consider your own thoughts as well, maybe it turns out with more funny experience! 

Thanks for the input, I didn't think of it like that! But you're right it does discourage exploration. I'll keep your input in mind when trying to plan out the game.